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![[Post New]](/s/i/i.gif) 2010/10/15 16:15:15
Subject: [Orks] Walking tide vs Heavy fire
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Flashy Flashgitz
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Greetings,
Thanks to some good advisors, I've finally built my 1000pts orks army.
The idea of the army is boyz-walking-kanz wall.
My main opponent will be a Tau player, shooting from the opposite of the table, waiting for me and using sneaky tactics to hit&run.
So, before playing my first game vs him, i would like to know how would you beat such an army with my army template?
Thank you very much!
Regards and WAAAGH!
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![[Post New]](/s/i/i.gif) 2010/10/15 17:23:55
Subject: [Orks] Walking tide vs Heavy fire
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Mekboy Hammerin' Somethin'
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If I had your army list I could give some advice.
Take rokkits on all your kanz! Lootas and buzz Koptas also really help.
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![[Post New]](/s/i/i.gif) 2010/10/15 17:29:43
Subject: [Orks] Walking tide vs Heavy fire
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Longtime Dakkanaut
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3 single deffkoptas with twin linked rokkits and buzzsaws will be vital to putting early pressure on a turtled up gunline. If you win first turn or are given first turn, deploy them on the table and use their scout move to set up a first turn charge on either a unit of suits or a vehicle. If you didn't get first turn then outflank with them, charging suits or vehicle from the table edge. A note on outflanking in a spearhead deployment... I don't tend to do it, you run a high risk of your koptas showing up on the empty flank, also due to the constraints of their own deployment, enemy models tend to be much closer to your own long edge. Just hold them in regular table edge reserve and then bring them on from the side of the long edge that you didn't deploy on. Also, just in case you weren't planning on it, I need to +1 what Sickening said. Lootas and rokkits/KMBs are vital. Happy hunting.
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This message was edited 1 time. Last update was at 2010/10/15 17:30:34
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![[Post New]](/s/i/i.gif) 2010/10/15 17:38:31
Subject: [Orks] Walking tide vs Heavy fire
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Flashy Flashgitz
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This is what I've planned:
BigMek, KFF
2x5 Lootas
2x25 Boyz, Nob, PK, Pole
10 Gretchins+Shepherd
3x2 Kanz
1x Deffkopta, buzz
But I'm still hesitating to put 2-x20 Boyz to have a second Deffkopta.
My ennemy will use a lot of template weap also, and this is scaring me a lot! How to not kill 5-6 orks in such Boyz squad?
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![[Post New]](/s/i/i.gif) 2010/10/15 23:41:17
Subject: [Orks] Walking tide vs Heavy fire
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Yellin' Yoof
salem, OR
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go with more boys. This army build (as well as most ork armies) relies heavily on numbers. I run into the same problem with my kan wall army and the answer is always more boys. give them more to shoot at than they can possibly kill. also make sure your boys have shootas and not slugga/choppas.
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![[Post New]](/s/i/i.gif) 2010/10/16 13:53:21
Subject: [Orks] Walking tide vs Heavy fire
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Flashy Flashgitz
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Why shootas? That means I'll lose 1A, so do not understand.
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![[Post New]](/s/i/i.gif) 2010/10/16 15:20:53
Subject: Re:[Orks] Walking tide vs Heavy fire
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Ferocious Black Templar Castellan
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Shootas are always S4, while Orks in CC are only S4 if they charge. Shootas also have longer range than sluggas, allowing you to start shooting earlier.
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For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. |
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![[Post New]](/s/i/i.gif) 2010/10/16 20:13:51
Subject: [Orks] Walking tide vs Heavy fire
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Yellin' Yoof
salem, OR
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The idea is that unless you are taking boyz in trukks, a marching army has a harder time making it into close combat to receive that additional attack before getting blasted. In armies that rely on marching, you need to start firing as soon as possible. Thats where the extra range and number of shots come in handy. Through pure numbers you will generally kill more with shootas (and big shootas) than you would with sluggas.
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![[Post New]](/s/i/i.gif) 2010/10/16 20:16:12
Subject: [Orks] Walking tide vs Heavy fire
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Regular Dakkanaut
Charleston, SC
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I generally don't recommend Snikrot at 1000pts but he would be devastating to Tau. 5 kommandos (2 with burnas) and Snikrot could but a hurting on some suits.
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![[Post New]](/s/i/i.gif) 2010/10/16 20:34:47
Subject: Re:[Orks] Walking tide vs Heavy fire
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Sneaky Sniper Drone
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both can work, however i have faced shooty ork armies and they did not do as well as other shooty armies due to their BS.
i have had a tough time dealing with green tide armies in the past due to sheer numbers. i ran a tau list that tends to rip apart infantry, my opponent ran a list of all boyz and nobz.
needless to say i caused massive casualties but they overwhelmed me with so many orks. i was simply unable to deal enough wounds fast enough.
imho green tide works very well.
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3685
about 3000+
Cadian 101st airborne. 1250 points |
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![[Post New]](/s/i/i.gif) 2010/10/16 20:55:47
Subject: [Orks] Walking tide vs Heavy fire
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Longtime Dakkanaut
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Your list seems reasonable against general opponents, but I think any pure Green Tide will suffer against Tau - it's too slow, giving your opponent too many turns of shooting.
Tau are much weaker in CC, so you need to get in close and fast. I agree with Vrakk - something like Snikrot will give you great disruption value in the Tau back line. More Koptas are another option. Or add some Trukks and speed up all the boyz.
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![[Post New]](/s/i/i.gif) 2010/10/16 20:58:56
Subject: [Orks] Walking tide vs Heavy fire
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Sneaky Sniper Drone
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as i said i caused massive casualties but once he reached me it was all over. plus the map had alot of cover for the orks :(
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3685
about 3000+
Cadian 101st airborne. 1250 points |
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![[Post New]](/s/i/i.gif) 2010/10/20 18:28:25
Subject: Re:[Orks] Walking tide vs Heavy fire
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Flashy Flashgitz
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Ok thank you for the infos.
Btw, there are some points I'd like to clarify, maybe with your help.
Here is how I plan to deploy my troops:
A&B=Boyz
C=Big Mek
D&E=Lootas
F+G+H=Kanz
I=Deffkopta (or in reserve)
J=Gretchins
1) Is that deployment correct in your opinion?
2) If my opponent wants to fire on my Boyz, they all benefit from the 4+ cover save of my Kanz, correct?
3) If my Boyz (Big Shootas mainly) want to shoot at my opponent, the opponent get a 4+ cover save because of my Kanz, correct?
Thank you for your help in clarifying those points
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![[Post New]](/s/i/i.gif) 2010/10/21 22:29:29
Subject: [Orks] Walking tide vs Heavy fire
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Mekboy Hammerin' Somethin'
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I would run 2 units of 3 kanz but other than that your deployment is good.
Don't always expect to have your lootas placed in the same place, cover is very important for your lootas.
The kopta should only out flank if you go second and most of the time its best to keep your grots in reserve.
Yes your boyz will get cover from the Kanz and the Kanz will get cover from the KFF.
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![[Post New]](/s/i/i.gif) 2010/10/22 04:38:34
Subject: [Orks] Walking tide vs Heavy fire
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Regular Dakkanaut
Charleston, SC
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Its very hard to plan on deployment before a game. Where terrain is, what side of the table you will be on, who goes first, etc. all matter.
You're not going to be able to out-shoot Tau, so don't try. Take all the kans you have and put big shootas on them (to make them cheaper) and run every turn. Your opponent will get 3 turns of shooting as long as the game is not Dawn of War. He'll be forced to focus on your kans or your boys - and won't be able to do both. All you have to do is get into assault - and then its over for the funny looking blue guys.
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![[Post New]](/s/i/i.gif) 2010/10/22 07:33:16
Subject: [Orks] Walking tide vs Heavy fire
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Flashy Flashgitz
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Of course my deployment will be adapted according to the terrain, but this is the main structure I'll use.
Ok then I'll use my grots in reserve, they could be useful to hold objectives, coming from nowhere.
I'm just terribly scared by the big templates explosions and the heavy flamers my opponents will use!! :(
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This message was edited 1 time. Last update was at 2010/10/22 07:33:58
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![[Post New]](/s/i/i.gif) 2010/10/22 09:12:20
Subject: [Orks] Walking tide vs Heavy fire
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Kovnik
Bristol
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Don't be scared! So what, 6 Orkz just hit the dust (or rather, turnt into dust) after the last Hvy flamer template, they died to ensure the rest hit the enemy, and be assured, once thats happend you've won, pure and simple. Also Im not a Ork player but I do LOVE the new Killa Kan models, I think they're great, although my mate has a habit of charging them into my Khorne Berserkers, forgetting their only WS2 I believe.
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This message was edited 1 time. Last update was at 2010/10/22 09:12:52
Nerivant wrote:The Custodes are the reason Draigo is staying in the Warp.
ObliviousBlueCaboose wrote:I cant wait until i team up with a cron player an kill a land raider with a lasgun.
Black Templars- Nothing makes you manly like unalterable AV 14! |
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![[Post New]](/s/i/i.gif) 2010/10/24 17:31:03
Subject: [Orks] Walking tide vs Heavy fire
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Flashy Flashgitz
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Ok ok
My opponent will use a Hammerhead with the mono/scatter railgun. According to my army here above, what would be my best way to disable that bloody vehicle?
Thank you
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This message was edited 1 time. Last update was at 2010/11/03 10:35:25
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![[Post New]](/s/i/i.gif) 2010/11/03 12:54:52
Subject: [Orks] Walking tide vs Heavy fire
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Mekboy Hammerin' Somethin'
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Well orks only really have 4 ways to deal with amour.
1. rokkits
2. lootas
3. power claw\DCCW
4. deff rollas
You have 3 out of the 4 weapons on your list so its really easy, shoot rokkits/lootas at it and smash it in CC if you can.
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![[Post New]](/s/i/i.gif) 2010/11/03 13:46:20
Subject: [Orks] Walking tide vs Heavy fire
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Flashy Flashgitz
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But its front armor is 14... Any knowing the player, he won't move a lot. Lootas S7=useless. Rokkits S8=6 just for light dmgs..... :/
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![[Post New]](/s/i/i.gif) 2010/11/03 16:35:21
Subject: [Orks] Walking tide vs Heavy fire
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Mekboy Hammerin' Somethin'
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Thought it was 13,12,10.
Oh there is one more weapon I did not mention BUZZKOPTA! The kopta can allow you a alpha strike on the rear amour 10 or out flank for some side\ rear shots.
Orks have some trouble dealing with armor so you will have to do some careful deployment to get into position for some side shots.
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![[Post New]](/s/i/i.gif) 2010/11/04 11:55:04
Subject: [Orks] Walking tide vs Heavy fire
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Flashy Flashgitz
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Yes, I've planned to use my buzzkopta to attack his Hammerhead also.
Do you use Tankbusters sometimes?
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![[Post New]](/s/i/i.gif) 2010/11/04 12:20:23
Subject: Re:[Orks] Walking tide vs Heavy fire
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Decrepit Dakkanaut
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Tankbustas are iffy. They are pretty good at taking on tanks, but if your opponent is smart, he can drag those guys all over the table and make them useless. Their glory hog rule basically makes then charge at any vehicle they have LOS on, regardless of distance. So he could pull them out in the open and just shoot the hell out of them.
This is a bit tough, simply because of the points involved. If I had to chose between a couple koptas, or trying to squeeze Snikrot in there, Id try to get Snikrot in. Normally I wouldnt, but against Tau, he is just a beast. Not to mention when in CC they cant be shot at from the rest of the army. Sure they probably wont make it past the first phase they are in the open, but you could get lucky. Besides that will cause an immediate threat that the Tau player will want to take care of.
I personally think you dont have enough koptas to really matter on this one. You just cant take 1 and hope it does good, besides people seem to forget that buzzsaw koptas are not S8 on the charge, they are S7 on the charge. Sure thats pretty good against AV10, but somethign to take into consideration when youve only got 1 doing the damage.
Also the position of you KFF mek is crucial in this build. Im switching to a Kanwall type build, and Im taking 2 meks just to make sure. Having 1, is going to be some serious work for the Mek to keep everything safe. The problem with this, is now everything you take has to be closer to use the cover save, meaning any templates are pretty much guaranteed to hit something. But yes, take Shoota boyz, not slugga boyz. On foot the shoota boy actually out performs a slugga boy. Why? Because they get 1 or 2 turns with shoota, and thats where they make it up. Besides they are still kick ass on the assault, they are only 1 attack less thena slugga boy anyways.
Good luck and tell us how you did
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![[Post New]](/s/i/i.gif) 2010/11/04 18:27:20
Subject: [Orks] Walking tide vs Heavy fire
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Flashy Flashgitz
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I just saw my Tau friend playing againt Eldars and all those Railguns, big explosion templates and linked flamers are very scary!
The worst thing with them is that even their smallest guys, the firewarriors, do have a 4+ save and a S5 gun...
Thx for your feedback KingCracker, but I'm afraid in a 1000pts army I won't be able to put more koptas ou mek with KFF.
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This message was edited 1 time. Last update was at 2010/11/04 18:27:41
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![[Post New]](/s/i/i.gif) 2010/11/04 21:27:43
Subject: Re:[Orks] Walking tide vs Heavy fire
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Decrepit Dakkanaut
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Yea thats why I said at the points your playing, putting what you should put in there will be really hard. Now if you added say 500 pts to the match it would be easier. You might just have to play against your friend a few times to see how to best play it. Im not saying Tau suck, because they dont, but once you figure out how to play against them, Orks will crush them. Good luck on it man.
I still say taking 1 kopta isnt a good idea. Its just not enough to really do anything, unless your a fantastic dice thrower
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![[Post New]](/s/i/i.gif) 2010/11/05 11:59:49
Subject: [Orks] Walking tide vs Heavy fire
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Flashy Flashgitz
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So what do you advice?
- 2 Koptaz by getting rid of the Gretchins maybe?
- no Kopta and more boyz?
- other suggestions?
My opponent will keep 2-3 Broadsides on the back and will use his 72ps range and S10 to tear my Kanz off.
The idea behind the Koptaz is to rush them and, with luck, kill.
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![[Post New]](/s/i/i.gif) 2010/11/05 12:13:26
Subject: [Orks] Walking tide vs Heavy fire
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Bonkers Buggy Driver with Rockets
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Best idea to me is to drop the Kans and go for lots of boyz. Toss in some kommands with snikrot if possible (treat this as more of an afterthought because of the points range) and grab a kopta or two. The idea with all those heavy weapons lurking about is to make them redundant. He will have more trouble with the odd shot that instant-kills you as opposed to lots of shots that don't.
I'd also recommend ghazghull for that lovely 24" movement boost over 2 turns but then again that would severly cut your spending of pts by a quarter.
Using math you could easily get 90 boyz in that list. Give them some klaws and rokkits with a bosspole for each squad and you've just made the biggest anti-tank army with so many bodies they couldn't ever get rid of them all.
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![[Post New]](/s/i/i.gif) 2010/11/05 13:59:39
Subject: Re:[Orks] Walking tide vs Heavy fire
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Decrepit Dakkanaut
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I agree with dropping the kans then. If you want the koptas to strike in and take out the XV88s and other targets then youll need more. The kans are nice, but they will eat it hard from any XV88 and the like, even with a KFF save, any shot that makes it through will just rape those things.
So dump the kans, take another kopta or two and if theres any points left, use them on bodies. The KFF will grant your boyz a 5+ cover save from any shots taken, its not great but itll make them last a hell of alot longer for sure. Ive personally had the KFF save me some serious death from time to time. And youll take even less damage because the 2 or 3 koptas will be in the enemy lines right off the bat for a couple turns and will be getting shot at because they are a threat
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![[Post New]](/s/i/i.gif) 2010/11/05 14:29:29
Subject: [Orks] Walking tide vs Heavy fire
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Bonkers Buggy Driver with Rockets
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One more thing I forgot to mention: Lose the gretchin as well unless it's an Objective match. More points at hand for Boyz, the better.
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![[Post New]](/s/i/i.gif) 2010/11/05 14:51:51
Subject: [Orks] Walking tide vs Heavy fire
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Flashy Flashgitz
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Damnit! My last painting and purchases were based on the kan'wall taktik!!
If I'm understanding well, I've to use tons of shootas, some Lootas and Koptas?
What about Stormboyz againt Tau? And Nobz?
Thank you
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